d3d9: Test the effect of lighting on the result alpha.

This commit is contained in:
Stefan Dösinger 2008-10-31 22:21:18 +01:00 committed by Alexandre Julliard
parent 8b38533f69
commit 561ebb355f
1 changed files with 71 additions and 0 deletions

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@ -222,6 +222,8 @@ static void lighting_test(IDirect3DDevice9 *device)
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD color;
D3DMATERIAL9 material, old_material;
DWORD cop, carg;
float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
@ -337,8 +339,77 @@ static void lighting_test(IDirect3DDevice9 *device)
color = getPixelColor(device, 480, 120); /* upper left quad - lit with normals */
ok(color == 0x00000000, "Lit quad with normals has color %08x\n", color);
hr = IDirect3DDevice9_GetMaterial(device, &old_material);
ok(hr == D3D_OK, "IDirect3DDevice9_GetMaterial returned %08x\n", hr);
memset(&material, 0, sizeof(material));
material.Diffuse.r = 0.0;
material.Diffuse.g = 0.0;
material.Diffuse.b = 0.0;
material.Diffuse.a = 1.0;
material.Ambient.r = 0.0;
material.Ambient.g = 0.0;
material.Ambient.b = 0.0;
material.Ambient.a = 0.0;
material.Specular.r = 0.0;
material.Specular.g = 0.0;
material.Specular.b = 0.0;
material.Specular.a = 0.0;
material.Emissive.r = 0.0;
material.Emissive.g = 0.0;
material.Emissive.b = 0.0;
material.Emissive.a = 0.0;
material.Power = 0.0;
IDirect3DDevice9_SetMaterial(device, &material);
ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLOROP, &cop);
ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLORARG1, &carg);
ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr)) {
struct vertex lighting_test[] = {
{-1.0, -1.0, 0.1, 0x8000ff00},
{ 1.0, -1.0, 0.1, 0x80000000},
{-1.0, 1.0, 0.1, 0x8000ff00},
{ 1.0, 1.0, 0.1, 0x80000000}
};
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, cop);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, carg);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_SetMaterial(device, &old_material);
ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr);
}
static void clear_test(IDirect3DDevice9 *device)